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Hit Point Maximum Damage House-Rules
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<blockquote data-quote="DND_Reborn" data-source="post: 8683008" data-attributes="member: 6987520"><p>If I am tracking them separately, I prefer their current HP is unaffected <em>unless</em> the reduction to the HPmax brings it below the current HP. In such a case, the current HP would be reduced to the current HPMax.</p><p></p><p>However, depending on which option you look at in the OP, odds are it would be a reduction to both, with the original damage applied to HP and <em>HALF</em> the damage also applied to the HPMax.</p><p></p><p></p><p>Currently in our mod, critical damage is reduced by DR (equal to AC value - 10). In this case, that would probably reduce the damage to the HPMax instead of HP.</p><p></p><p></p><p>You could certainly approach it this way, but since we don't have critical "hits" or failures any more, it is just on a failed save, critical damage, etc.</p><p></p><p></p><p>THANK YOU for the positive feedback even if you aren't a fan of the concept! It is much appreciated and noted. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Yes, with this idea HPMax = 0 = Death. We aren't using Death Saves with this system.</p><p></p><p>Magic that would restore life would restore HPMax to a set value, perhaps just 1 for Revivify, half HPMax for Raise Dead, and full HPMax for Resurrection? Those are my initial thoughts anyway.</p><p></p><p></p><p>Yes, and that is something we are currently discussing, but with the holiday over we might not reach any conclusions until this weekend.</p><p></p><p>It will be long, that much I know. My current thoughts are 1 HPMax per spell level used, maybe your level in HPMax per long rest??? (Although that penalizes high HD classes so I am not comfortable with it). Perhaps a check after a long rest to restore 1/4 the HPMax? I really don't know--sorry. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p></p><p>This is also a nice option, and not nearly as hard on the players... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f914.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":unsure:" title="Unsure :unsure:" data-smilie="24"data-shortname=":unsure:" /></p><p></p><p></p><p>Yes, something along those lines are in the running. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Yeah, I get this. I also like it for things I consider "aggravated" such as fire, etc. which humanoids normally can't "soak" (to use the Vampire parlance...)</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8683008, member: 6987520"] If I am tracking them separately, I prefer their current HP is unaffected [I]unless[/I] the reduction to the HPmax brings it below the current HP. In such a case, the current HP would be reduced to the current HPMax. However, depending on which option you look at in the OP, odds are it would be a reduction to both, with the original damage applied to HP and [I]HALF[/I] the damage also applied to the HPMax. Currently in our mod, critical damage is reduced by DR (equal to AC value - 10). In this case, that would probably reduce the damage to the HPMax instead of HP. You could certainly approach it this way, but since we don't have critical "hits" or failures any more, it is just on a failed save, critical damage, etc. THANK YOU for the positive feedback even if you aren't a fan of the concept! It is much appreciated and noted. :) Yes, with this idea HPMax = 0 = Death. We aren't using Death Saves with this system. Magic that would restore life would restore HPMax to a set value, perhaps just 1 for Revivify, half HPMax for Raise Dead, and full HPMax for Resurrection? Those are my initial thoughts anyway. Yes, and that is something we are currently discussing, but with the holiday over we might not reach any conclusions until this weekend. It will be long, that much I know. My current thoughts are 1 HPMax per spell level used, maybe your level in HPMax per long rest??? (Although that penalizes high HD classes so I am not comfortable with it). Perhaps a check after a long rest to restore 1/4 the HPMax? I really don't know--sorry. :( This is also a nice option, and not nearly as hard on the players... :unsure: Yes, something along those lines are in the running. :) Yeah, I get this. I also like it for things I consider "aggravated" such as fire, etc. which humanoids normally can't "soak" (to use the Vampire parlance...) [/QUOTE]
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